I went through quite a few project examples and can’t find one that uses a player controller in blueprint form. I tried the shooter game example to see what the C++ code looks like, but I quickly realized I have no idea what I am looking at. I do have some programming experience, but it isn’t quite translating as well as I would hope so I will try and fill in the blanks with you guys.
From my understanding a player controller is really needed for a multiplayer game. It will allow you to have persistent information attached to that player and allow for switching between pawns (character, spectator, car, etc). In the shooter game it shows the controller handling MUCH more, but I can’t find where the functions are implemented. They also have a spectator PlayerController. You are also switching between different PlayerControllers?
My thoughts were On the controller: (On X Keypress) -> (Custom Event)
On the pawn: (Custom Event) -> (Pawn Specific Implementation)
If that is true, is that all that the controller is involved with for input? Does anyone have any screenshots they are willing to share that shows implementations of certain things? The player controller is the most confusing part of the engine.